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Edmund Aurei - AI-generated fantasy NPC

Edmund Aurei

Human · Rogue, Swashbuckler · Level 3

Edmund Aurei

Duke's son and apprentice duelist
AC14
HP27/27
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A clear, youthful tenor edged by dry throat and the harbor air. A quick nasal intake often precedes his chosen insult, and he lands the last word with a fencer's clipped precision. When frightened, his breath catches and his words come out faster, not quieter.

His voice is a clear, youthful tenor with a slightly dry edge from hours of shouting over the practice yard. He tends to take a quick nasal intake before delivering a polished insult, then clips the final word as if setting a blade point. In a real fright his sentences shorten and his breath becomes audible; he does not grow softer when angry.

Speech patterns

Uses pointed, polished insults that sound rehearsed from overheard court conversation.
Calls a challenge a lesson and a retreat a decision to spare the other person's embarrassment.
When nervous, asks a question as if it were an accusation.
Brags about his footwork more readily than his courage.

How to play them

Let Edmund begin with a boast or insult, then give him room to retreat without losing face. He is more cooperative when offered a safe diversion, a chance to demonstrate skill, or a private bargain. If confronted with evidence of his kindness to the dockhand, he denies it first, then becomes angry at the person who noticed.

Goal

Keep his comfortable life intact while earning a reputation as Feasgar's finest young duelist, without being forced into any duty that involves real danger.

Motivation

He wants admiration without responsibility, comfort without boredom, and enough control over his surroundings that nobody can surprise him the way the fire did.

Secret · GM only

Appearance

A thirteen-year-old with the polished, watchful posture of a child taught to expect a room to make way for him. His dark copper hair lies in a glossy, carefully combed wave that is forever coming loose at one temple. Blue eyes flick toward doors before he looks at faces. He moves with a fencer's sudden, precise lunges, then freezes as if waiting for applause. His leather finery creaks softly when he turns. He smells faintly of orange peel and lamp oil, a trace left by the little citrus twist he rubs between his fingers before a bout.

Clothing

Almost always wears black leather finery: a fitted doublet with small embossed panels, narrow breeches, polished boots, and a short mantle fastened with the Aurei household crest. The outfit is expensive, carefully brushed, and impractical for rain or a real brawl.

Body language

He sets his chin high and angles his shoulders as if posing for a portrait, but his eyes keep counting doors and hands. Before a duel he rubs a strip of orange peel between thumb and forefinger, takes one dry, audible breath through his nose, and settles his weight onto the balls of his feet.

Height
About 5 feet
Build
Compact and athletic for his age, with strong shoulders from practice and quick, springy footwork rather than an adult's reach or weight.
Eyes
Blue
Hair
Dark copper
Skin
Light olive, reddening easily across the nose in cold harbor wind
Age
13
Gender
Male
Size
Small

Distinguishing features

Dark copper hair with one stubborn lock that slips loose over his temple.
Bright blue eyes that check escape routes even while he is boasting.
His leather clothes make a small, distinctive creak when he pivots.
The orange-peel scent on his fingers gives away his pre-duel ritual.

Personality

14 traits and drives

Edmund wants to be admired but resents anyone who expects something from him. In a crowd, he is theatrical, cutting, and eager to seize the last word; alone with Bestia, he is more watchful and occasionally honest. When comfortable he is lazy and surprisingly easy to entertain. When frightened, he doubles down on bravado and acts before thinking.

Alignment
Neutral Evil

Quirks

Rubs orange peel between his fingers before any contest, then pretends the scent is from expensive gloves.
Practices flourishes against his reflection in dark window glass, but stops if someone catches him.
Gives people absurdly formal titles when insulting them.
Counts doorways under his breath when entering an unfamiliar room.

Habits

Brags about his fencing whenever strangers gather, but checks the exits before accepting a challenge.
If left unprovoked, he prefers an easy afternoon and will make a show of ignoring people rather than pursue them.
When frightened, he becomes faster and more insulting, trying to make the other person react first.
After a genuine injury or act of kindness, he changes the subject and attempts to repay the person anonymously.

Traits · 4

He can be charming when an audience is useful, then turn vicious the moment he feels laughed at.
He wants praise for his skill but hates being treated as a child, even when he behaves like one.
He is selfish about comfort, yet cannot forget the one person he failed to protect alone.
He will retreat from danger if he can make the retreat sound like a deliberate choice.

Flaws · 4

Impulsive and quick to turn an irritation into a public challenge.
Cruel with words, especially toward people who cannot safely answer him.
Mistakes practiced confidence for actual courage.
Assumes his family will erase the consequences of his behavior.

Fears · 3

Being trapped or helpless while someone else is in danger.
Having his private act of charity exposed and mocked as weakness.
A real fight in which his opponent ignores the rules of a duel.

Wants and needs · 3

Wants to be praised as a prodigy and left free of tedious obligations.
Needs a safe way to admit fear without being mocked.
Needs adults to set limits that are firm but do not turn every mistake into a political spectacle.

Combat

AC 14 · HP 27 · 30 ft.

Edmund tries to isolate one opponent, darting in for a rapier strike and using Fancy Footwork to disengage before the target can retaliate. He relies on speed, bravado, and Sneak Attack rather than trading blows. If surrounded or seriously hurt, he uses Cunning Action to escape toward a guarded doorway and calls for Bestia. He is a child, not a frontline combatant, and should not be played as an adult-sized threat.

Edmund Aurei

Small humanoid (human), neutral evil
Armor Class14
Hit Points27
Speed30 ft.
Level3
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityIntelligence
SkillsAcrobaticsAthleticsDeceptionPerceptionStealth
SensesPassive Perception 12
Languages
Common
Rogue 3, Swashbuckler. Proficiency bonus +2.
Sneak Attack. Once per turn, Edmund deals an extra damage when he hits with a finesse or ranged weapon and has advantage, or when an eligible enemy of his target is within 5 feet of it and Edmund does not have disadvantage.
Cunning Action. On each of his turns, Edmund can use a bonus action to Dash, Disengage, or Hide.
Fancy Footwork. After Edmund makes a melee attack against a creature, that creature cannot make opportunity attacks against him for the rest of his turn.
Rakish Audacity. Edmund adds his Charisma modifier to initiative. He can use Sneak Attack against a creature he faces in one-on-one melee if no other creature is within 5 feet of him and he does not have disadvantage.

Actions

Rapier. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage. If Sneak Attack applies, add damage. The blade is an ordinary rapier, though Edmund insists its balance is unmatched.
Dagger. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: piercing damage. If Sneak Attack applies, add damage.
Dueling Feint. Edmund makes a melee attack with his rapier. If the target is within 5 feet and no other creature is within 5 feet of Edmund, he can add Sneak Attack if he does not have disadvantage, even without advantage.

Reactions

Parry. When a creature Edmund can see makes a melee attack against him, Edmund can use his reaction to add 2 to his AC against that attack, potentially causing it to miss. He must be wielding a finesse weapon.

Services they sell

Can provide a nervous introduction to household staff or a glimpse of the governor's mansion.
Can demonstrate basic rapier forms, though he teaches with more boasting than patience.

Rewards they can give

Aurei household access or an introduction to the governor's staff, if Edmund is treated with discretion.
A small favor from Bestia if the party protects Edmund without exploiting his vulnerabilities.
Information about the mansion's routines, offered in exchange for a promised diversion or a discreet errand.

Equipment

  • Household rapier (weapon)A finely balanced but nonmagical rapier with a dark leather grip and an ornate basket hilt.
  • Boot dagger (weapon)A plain backup dagger hidden in a sheath inside his boot.
  • Black leather finery (armor and clothing)Expensive black leather doublet and boots; fashionable, protective only to the extent of ordinary leather armor.
  • Orange peel (personal item)A small twist of orange peel wrapped in cloth, used before bouts.
  • Aurei signet (personal item)A signet bearing the Aurei household crest, useful for identifying his family but not proof of any official authority.

Possessions

Household rapier
Boot dagger
Aurei signet
Black leather finery
A wrapped twist of orange peel

Background

Edmund grew up inside the governor's mansion in Feasgar, where servants learned to anticipate his wishes and his father, Duke Tyrannus Aurei, treated every lesson as preparation for rule. At eight, Edmund watched a dockside fire trap a cooper's apprentice behind a fallen beam. He shouted orders and struck at the burning debris with a practice sword while adults rushed in; his uncle, Captain Bestia Aurei, carried the child out alive. Edmund remembers the helplessness more clearly than the rescue. Bestia began teaching him to fence afterward, hoping discipline might make the boy brave. Edmund became a startlingly quick duelist, but turned the skill into theater and a shield against fear. Now, with Lord Maneta Aurei away and Tyrannus governing the island, Edmund prowls Feasgar looking for diversions, insults tradesfolk, and picks public quarrels he believes he can control. Bestia repeatedly retrieves him before a provocation becomes a riot. Edmund has quietly been sending food and a few coins to the rescued apprentice, now a young dockhand, but is terrified that anyone will discover the gesture.

Role in the story

A troublesome young noble whose insults can spark a street confrontation, but whose fear and hidden kindness offer a way to complicate the party's view of the governor's household. He can become a difficult ally, a reckless liability, or a witness caught between his father's politics and his uncle's sense of duty.

“At eight, Edmund watched a dockside fire trap a cooper's apprentice behind a fallen beam.”
From their background
Faction
The Aurei household and, by family connection, the governor's mansion in Feasgar. He has no formal rank in the city guard.

Known connections

Duke Tyrannus Aurei, his father and the temporary governor, expects Edmund to uphold the family's authority and rarely notices what the boy is afraid of.
Captain Bestia Aurei, his uncle and captain of the city guard, watches for trouble and is the only adult Edmund trusts to intervene without humiliating him.
Lord Maneta Aurei, the absent lord of the island, is a distant figure whose return may end Tyrannus's governorship and Edmund's privileges.
A dockhand Edmund once helped during a fire receives anonymous food and small payments from him.
Major secret · GM only
Minor secrets · GM only

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